
/** 球球id列表 */
export const $planet_PLANET_ID_LIST_poof$ = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11] as const;

export const $planet_PLANET_SPRITE_poof$: {[key in typeof $planet_PLANET_ID_LIST_poof$[number]]: string} = {
	1: '1',
	2: '2',
	3: '3',
	4: '4',
	5: '5',
	6: '6',
	7: '7',
	8: '8',
	9: '9',
	10: '10',
	11: '11',
};

/** 合成目标球对应的分值 */
const $planet_SYNTHETIC_SCORE_poof$ = {
	1: 0,
	2: 4,
	3: 8,
	4: 16,
	5: 24,
	6: 32,
	7: 40,
	8: 48,
	9: 56,
	10: 64,
	11: 72,
}

/** 单次球球能合成的最高等级 */
const $planet_PLANET_MAX_LEVEL_poof$ = {
	1:Infinity,
	2:5,
	3:6,
	4:7,
	5:8,
	6:8,
	7:9,
	8:9,
	9:11,
	10:11,
	11:11,
}

/** 球球显示的缩放比列 */
export const $planet_PLANET_SCALE_poof$ = 1.5;

/** 球球的基础重力 */
const $planet_BASE_GRAVITY_poof$ = 25;
/** 球球等级之间的重力差 */
const $planet_DIFF_GRAVITY_poof$ = 1;
/** 球球的其他配置 */
export const $planet_PLANET_CONF_poof$ = $planet_PLANET_ID_LIST_poof$.map((id, i)=>{
	let gravity = $planet_BASE_GRAVITY_poof$ + i*$planet_DIFF_GRAVITY_poof$;
	let density = ($planet_PLANET_ID_LIST_poof$.length-i) * 10;
	let area: number;
	let next_level = $planet_PLANET_ID_LIST_poof$[$planet_PLANET_ID_LIST_poof$.findIndex(el=>el>id)]||11;
	return {id, gravity, density, max_level: $planet_PLANET_MAX_LEVEL_poof$[id], area, next_level, score: $planet_SYNTHETIC_SCORE_poof$[id]};
});

/** 判断球球相连时的容错距离 */
export const $planet_DISTANCE_DIFF_poof$ = 35;

/** 生成球球的配置 */
export const $planet_PLANET_GENERATE_CONF_poof$ = {
	/** 生成球球的id列表 */
	id_list: [2, 3, 4] as const,
	/** 各个id生成球球的数量比列 */
	count_rate: [[2, 0.3], [3, 0.3], [4, 0.2]] as [typeof $planet_PLANET_ID_LIST_poof$[number], number][],
	/** 随机生成单个id球球的数量范围 */
	count_range: [8, 12]
};

export const $planet_TARGET_PLANET_LIST_poof$: (typeof $planet_PLANET_ID_LIST_poof$[number])[] = [6, 7, 8, 10, 11];

/** 强弹配置 */
export const $planet_FORCE_POP_CONF_poof$ = [
	[[1, 10], [5, 5]],
	[[11, 20], [4, 5]],
	[[21, 150], [3, 4]],
	[[151, 100000], [3, 3]]
];